/v/ hasn't even played enough games to construct a reason for why this list makes them upset.
I think I have tier list fatigue
>>750886120>whole list is dogshit edgelord games and boomer shootersWhy would anyone be upset that you have terrible taste? Congrats on the bottom surgury btw
>>750886120Why would you put Crysis and bulletstorm into the "unplayable" category?
>>750886307I like tier lists since they usually drive actual vidya discussion, which /v/ barely has these days with the endless AI debates, woke screeching, and porn spam.
>>750886120Flip the list upside down and it’s correct.
>>750886465>CrysisMost of the game is just running around from one open area to the next open area to do very uninteresting hitscan battles with hitscan enemies. Hitscan and open space is a recipe for creating combat where doing anything besides hiding is unsustainable. The alternative is the hitscan damage is so low that you can just run around with zero thought and win anyways. Both are bad, and the lack of arena/level design kills Crysis gameplay.>BulletstormIt has cute gimmick ideas, but when the level design is straight hallway with a badguy standing in front of a spike wall, it becomes very uninteresting and nothing more than a exercise in doing the actions the developers tell you to. It's ideas for environmental kills and scoring are used in a much better game called Desync, which is near the top of my list.
>>750886120This is probably bait but after seeing the list I have one question:How does Doom and the sort have 'ice-skating movement'? Do you have autorun enabled? Additionally, how is Ultrakill considered perfection when it has:-Some extremely short levels (some of which you can complete in less than a minute)-Dashes and sliding-Enemies that can shoot high damage lasers at you from across the map in large open areas-Level design which is not much better (if at all) than Doom
These are games I HAVEN'T played from the list.Which ones are worth gettan? Obviously I don't believe op's tiers
>>750886949>Hitscan and open space is a recipe for creating combat where doing anything besides hiding is unsustainableYour nanosuit has a stealth function. Maybe try engaging with the game mechanics.>It has cute gimmick ideas, but when the level design is straight hallway with a badguy standing in front of a spike wall, it becomes very uninteresting and nothing more than a exercise in doing the actions the developers tell you toThis is just the *insert mario 64 webm* meme.If you don't want to use your leash, kiks and slides to set up high score combos you are not going to have fun.
>>750886120give this a spot somewhere and I'll judge you based on where you put it
>>750887016>How does Doom etc have 'ice-skating movement'?When you let go of the movement key your character continues to move long after you let go, the Source engine also does this which is why half life feels the same and why Counter Strike players must quickly hit the opposite movement key to stop in order to shoot accurately on the first shot. Quake 1 also has this issue (Source is based on the Quake engine after all), but at least it is a real 3d game where you may have ideas such as multiple vertical floors.>how is Ultrakill considered perfectionBecause of all the things it has that no other game has, such as the ways in which you can combine weapons; the peak of weapon creativity in the past was Unreal with weapons like the ASMD rifle which has the iconic ball projectile you can shoot to make a large explosion, while in Ultrakill I need not speak of things like the cannon ball that you can fire into an enemy to bounce off them, grapple the cannonball, then punch the cannonball back into the same enemy.Along with that, Ultrakill's resource management is built upon the newer philosophy in FPS games that comes from character action games instead of dungeon crawlers, this idea was shoved into FPS by the nu-Doom game. The idea that health is something you fight for and earn with combat, not secret hunt or search for. There are many reason for this being superior, from pacing to balancing combat encounters; the pacing is refined because there is no need to account for some players wasting large periods of time humping walls, and the balancing is refined because you need not account for some players finding the mega health vs some players missing that pick up.In terms of level design, the design in games such as Ultrakill or Eternal are arena-based, and you judge them by how each arena is constructed (how tight it is, if it has verticality, which enemies are given strength by the layout, etc etc) rather than by how many colored keys you must collect.
>hating on Duke 3DOP likes men!
>>750887469>Your nanosuit has a stealth function. Indeed it does, and the end result is a repetitive loop of cloak->shoot one or two guys->recloak->shoot one or two guys->recloak-> etc because there is no other real method of dealing with hitscanners in an open area. There is no such thing as being aggressive or having multiple different approaches to combat beyond hiding, because without proper environment/arena design hitscanners because nothing more than unavoiable tick damage without counterplay. Not that level design truly solves the lack of depth in hitscan shooters, but at least it is better than open fields. >If you don't want to use your leash, kiks and slides to set up high score combos you are not going to have fun.I think you must be confused if you think a player with Ultrakill as perfection has any issues with using gameplay mechanics and combos, the problem is that Bulletstorm is railroaded in such a heavy handed "please push this enemy into the spike wall we set up behind him" that the feeling of creativity is removed from the game, similar to a 'press x to awesome' moment. There are many other issues with the game, from lack of difficulty, to linear hallways, to the shallowness of the combo tools, the lack of movement, and the total lack of great enemy design. The gimmick Bullet storm came up with was fine, but it's implementation was poor, and the game outside of that is as bad as a Call of Duty campaign.
>>750887758In terms of gameplay, we all know Quake 3 MP 1v1 is the peak of all FPS games and probably the peak of 1v1 video games in general (Aoe2 and Starcraft are the other contenders I suppose). Unfortunately it is also completely dead so no one can play it anymore, and if you do have players near you ( I don't), then you are fighting literal professionals like Rapha or Agent, so GL and GG. Still waiting for a new singleplayer game with Slash's movement from QC btw. https://www.youtube.com/watch?v=kyEUDxx15pU
>>750888674Nah. Crysis is a good game. You just have different tastes. Juding by you putting doom eternal and deadlink in top tiers you prefer arcade style unga bunga high octane adhd gameplay.In crysis you have to use some degree of tactical approach, even if you play aggresive. The enviroments are intentionally open ended, because pathing a viable course is part of the gameplay. Small amounts of unavoidable tick damage is not a problem as you have a recharging shield.
>>750889360>you prefer arcade style unga bunga high octane adhd gameplay.Very true, but the real 'unga bunga' is actually Crisis, and not games such as Devil Daggers. Crysis has no decision making because literally every single encounter is beaten by cloaking looping and every other option is probably just death on the high difficulties. In Devil Daggers you make real actual strategic decisions on which spawners you wish to keep alive in order to farm from and which you do not, keep too many alive and you will be overran, while culling them all instantly leaves you more vulnerable in the later stages of the game. In Eternal your resources such as a blood punch or ice bomb are valuable things to be used in proper moments of crisis as CC or for combing large enemies, while Crysis has no such tactical thought, you just cloak loop over and over again and there is nothing to think about, no choice to be made.
>>750887454Killbug is very cheap and very fun.T. OPAlso everything at the bottom are 10/10 games, although I will warn you that all of them are rather difficult bar maybe Antichamber depending on your IQ. Ninja Gaiden 2 at least has difficulty modes (although you only beat the game truly with Master Ninja mode), but ScourgeBringer is going to trounce you until you get better.
>>750890115By that logic all stealth games ever made are bad.
>>750886120Your right, I haven't played Lovely Planet so I can't provide an opinion on its placement. I'll therefore decline to comment on the overall list structure.
>>750890115Also stealth does not make you entire invisible, they can still spot you, and they can still hear you. You have very limited time of stealth while moving, and if they hear a dead body or a gunshot everybody becomes alert. Stealth is not that big part of the game as you make it out to be.
>>750887454Neon White is amazingly fun, though more of a platformer than an FPS. Hedon (and especially Bloodrite) is great, but you will get lost sometimes.Postal Brain Damaged plays and looks great, even if the writing is so unfunny that it can be genuinely painful.Vomitoreum is very cool, but definitely more focused on visuals and atmosphere, rather than gameplay.Aside from that:>GoodDesync, Deadlink, Roboquest, Project Warlock 2, Force Reboot, Impaler, Overload, Nightmare Reaper, Shadow Warrior 2, Strafe, Antichamber>MediocreVoid Bastards, BPM, Sublevel Zero Redux, Heavy Bullets, Prodeus, Shadow Warrior (2013), Ziggurat, Dread Templar, Immortal Redneck, Lovely Planet>BadHellbound, Monument, Perilous Warp, Duke Nukem ForeverHaven't played the rest.
>>750890649I haven't played many to comment fully on this, but I will say that I played Dishonored and to relate Arkane Studios beautiful multi layered level designs with the hollow open fields in Crysis is frankly an absurd statement. Speaking of which, the Arkane level design was the main reason why Youngblood was by far the best nu-Wolfenstein, they are very good at what they do. >>750891142>Also stealth does not make you entire invisible, they can still spot you, and they can still hear you.The point of cloak looping is to drop aggro and stop taking unavoidable hitscan tick damage. You aren't using 'stealth', you are doing the only possible option to avoid taking damage in the open fields vs hitscanners.
>>750891263They are not hitscan. It's just really fast projectiles. And they only have perfect aim on Delta difficulty. You can just use speed mode on your nanosuit to run from cover to cover.
>>750891753>They are not hitscan. It's just really fast projectiles.In functionality a bullet that travels at the speed of light would also not be hitscan, yet we could not differentiate between such speeds and true hitscan. So too the functionalty in gameplay in Crysis is that of an unavoidable stream of damage that cannot be dodged like in projectile based games such as Serious Sam (minus the Scorpion). >You can just use speed mode on your nanosuit to run from cover to cover.A pipe dream, in real combat on high difficulty you will just die doing this. Nor is there even enough cover that such an idea is truly possible in this fantasy. And sure, maybe in some tiny fight in a lowly camp you can run from a tent to a box, but in the real fights at the bases? You are probably being shot from nearly 360 degrees, and assuming you didn't know a single group of enemies was in one particular spot 300 meter away, you have now wasted your entire suit meter to run over to a single tire in the flat open field leaving you completely vulnerable with no shield and will promptly die. Compare that to having the always 100% effective option of hitting cloak, same results but one always works, and the other is a large risk at the real difficulty levels. You may say that one can just play on the lower difficulty levels where using speed mode is viable, but it is also true that one could say you could lower the difficulty and just tank the entire field with armor and have essentially god mode on because the game is too easy. Difficulty modes trim the fat of the game and showcase its true underlying potential, if the game falls apart when the difficulty increase its because it wasn't design well. Hitscanners are always shallow, but open fields and hitscanners are pretty much the worst combination possible. There is a reason why chaingunners in classic Doom or scorpions in Serious Sam are ALWAYS first priority, hitscan is binary and without depth.
>>750886120>half life 2 unplayable.You're entire opinion is discarded
>>750892735>Modern linear movie game >:(>Millennial linear movie game :)
>>750892724Idk, I would have to replay the game to confirm or deny this, because it has been quite a while. But I remember having alot of fun a with it on normal and hard without having to constantly crutch the stealth mode. Especially with Crysis Warhead. I think it's unfair to put it in "F" tier.
>>750886120>perfection>doom eternalstopped reading therebait used to be believable
>>750893251Fair enough if you had fun then you had fun, I cannot declare you did not. I just think that in terms of shooting and combat (what this list is based around, and what 80% of Crysis is) the design is very lackluster. The good points of Crysis that I might try to search for are probably treating it like a sandbox to fool around with the AI and watch them ragdoll when you use the strength punch on them. I would say if you are interested in that sandbox style thing, then something like Dishonored is still much more fun and comes with actual levels based around its mechanics instead of realistic open fields of nothing. How did you feel about Rage 2?
>>750893891I loved Dishonored too. Teleport felt a bit too OP.I have not played Rage 2.
>>750894241Dishonored was bretty fun indeed, although I never did multiple replays to truly find out what was or wasn't OP. I was asking about Rage 2 since it has an open world and fun abilites, sorta like Crysis, only in a much more proper package less focused on realism over fun. The locations you arrive at have a truly open ended 'tackle it as you see fit' nature to them you might enjoy. Underated by /v/ because its woke or something and the cover art has pink and blue splashes, but generally I found it enjoyable. You ought to give it a crack (pirate) when you have some free game time.
>>750886120Dogshit taste.
>>750886120Its genuinely pathetic you took the time to make this
>>750886120>Zoom EternalI don't even need to scroll down. Apply yourself.
>>750886120I don't play FPS though. The ones that look fun are too fast and make me sick and the slow ones are shit.
>>750895936What do you play?
>>750886307This. I miss when people just ranked things 1-10. Tier lists are so lame.
>>750896020>I miss when people just ranked things 1-10That is literally the exact same as a tier list.
Based thread, was a good read.
>>750892893kek
>>750887454Roboquest is good
>>750896020retard
>>750886120jew shill bot
>>750900510
>>750886120I hate that people don't know the difference between boomer shooters and movement slop zoomer shooters.>b-b-b-but muh quake rocket jump!!!nobody back then was actually zipping around on steroids in the quake campaigns. maybe a speedrunner who's run the level 300 times, but the average player was playing it slow and steady just like every other shooter back then
>>750901046I actually agree 100% with your post funnily enough. t. OP
>>750886120Not a single borderlands game?
>>750886120So you're on the Nightdive Discord, right?
>>750886120I paid 4 bucks for D44M and still feel ripped off
>>750902281I've played the first, second, and pre-sequal actually, guess I just forgot to add them to the list. Probably going to add them to "playable tier" since they are so deadbrain on top of having a load of downtime either just driving around or doing loot management. >>750902349>Nightdive discordI can't imagine thinking so after looking at my list, why would I care that deeply about remasters for games I don't like?
>>750890846Actually a great game tbqh, pretty hard in some levels as well. Don't knock it based on visuals alone.
>>750886307
>>750902448I spent 4 seconds reading this post and feel ripped off.
>>750886465because xhe's a baiting contrarian retard
>>750906804Not everyone with a different opinion than your own is 'baiting'.
>>750895710I'm pretty sure it the same tier list from a few years back
>>750886120It rates games I dislike high and rates games I like low. It also smells of bathtub hrt.
>>750886120I mean I have no idea how you don't have genre fatigue if you really played and ranked all these. I've been playing games for four decades and want to take a nap every time I see a screenshot of a new first-person shooter. I think the last one that even interested me was Quake.
>>750886120The new Q1 campaign Dawn of the machine is peak FPS experience, beyond perfection. Also your list is shit
>>750886307I'd put this in B tier
>>750911461Honestly I somewhat do it to continue the list these days, but another factor is that new FPS games are really fresh and expanding things for the genre. It's a bit funny, because while multiplayer FPS games have done nothing but decline from the days of Quake 3, singleplayer FPS gets better and better. I do think the generic 'boomer shooter' quake clone is very tiresome at this point and the 'revival' needs to die already, but 'zoomer shooters' taking inspiration from Eternal and Ultrakill are always welcome.>I think the last one that even interested me was Quake.What, like Quake Champions, or literally the original Quake?
>>750900510But enough about the rest of the /v/ catalog.
>>750912106I think he meant Quake 1. Which honestly is a problem with Quake considering no one knows what the series is anymore. Hell not even id software themselves know what to do with the ip considering Champions was a mix between arena shooter and a hero shooter with microtransactions that's not even on idtech
>>750914836>Champions was a mix between arena shooter and a hero shooterI mean QC is 95% arena shooter DNA with some abilities slapped on, the idea itself to offer all the various forms of quake style movements from each game for each champion wasn't that bad honestly. The problem with arena shooters is that strafe jumping is unintuitive to learn---the result of a bug in Quake 1 never intended to be a real mechanic. Getting modern FPS players to play anything fast is already a hurdle, but as Titanfall shows: you can do so if the mechanics to do so are easily understood. FPS gameplay itself on a fundamental level of aiming to shoot is the most intuitive and simplistic idea in action game history, yet also an ability that no one can ever truly master. A perfect mechanic. Whereas something like strafe jumping can only be explained, not intuited. Imagine never being told how circle jumping or the rest work without a guide. The best possible option for modern movement MP shooters is to offer Slash's sliding combined with Nyx's wall hop. The reason for this being that modern players are already extremely comfortable with sliding in games like CoD and Apex Legends. All it needs is momentum based movement, direction change, and increased speed. Momentum is what keeps the skill ceiling high, but also the thing that makes it still fine to aim and predict movement even at high speeds. Really though the best opportunity for an arena revival was Eternal or Ultrakill having a MP mode, both of which declined that offer and thus MP FPS is basically destined to continue its sad state for the foreseeable future. Ultrakill is more understandable because I'm not sure its weapons could ever be MP balanced, but Eternal really was unfortunate, people even hacked in Slayer vs Slayer modes because they loved the game that much. Oh well.
>>750886120>doom eternal and ultrakill at top tieri know what you are
>>750916250>i know what you areBased? Correct.
>>750916047Not to mention Arena shooters depend heavily on mouse and keyboard for better aiming
>>750917693Did you hear that they added aim assist to KB+M for the Gaylo games because the controller 'aim assist' (read: aimbot) was so broken that they had an unfair advantage. l o l
>>750918750Wouldn't be surprised
>>750902281all of them suck